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Hi,
Richard Borg explained once that a draw in a scenario is possible only with kamikaze...
Well, yesterday I played Aiwan (the board game) and we had another one. That is, if we understood the rules correctly

One for UNCONTESTED CONTROL of four road hexes
One for MAJORITY of five towns

At the end of turn A, no medals for that are awarded, as
AXIS have two roads and two towns
ALLIES have two roads and two towns
one town is unoccupied

Then comes turn B
Allies move ONE unit FROM a town hex (counting), therefore reducing number of held towns to 1, and with this unit kill an AXIS unit holding a road hex (counting). ALLIES feared ambush, so they had to move out of town. So at this stage medals are 7-7.
BUT -
beginning of turn C
AXIS have ONE road and TWO towns
ALLIES have TWO roads and ONE town - therefore both sides simultaneously get one medal each, ending in an 8-8 draw.

Sounds bizzare, but that's what happened to our game yesterday. We spent 15 minutes analyzing this, and decided that it was indeed a draw.

We are not novices, we have in total around 3000 games online and 1000 board and it was our first draw.

Can someone from DoW confirm that it was indeed a draw?
Will enclose pictures of the final situation.

My only thought, without looking anything up, is - if they are END OF TURN medals, do the medals count at the end of any turn or the end of the controlling player's turn? Basically, would the other side have a chance to recapture something before the end of their turn and upset the balance?

Definition of Temporary Majority Medal Objective (Turn Start): "The Victory Medal for this group of objective hexes goes to the side that has units in an absolute majority of these hexes at the start of its turn. The medal is held through the turn as long as the side has absolute majority at the start of a turn. The medal is lost and placed back in play when a side no longer has absolute majority at the start of a turn."

Definition of Temporary Majority Medal Objective (Turn Start): "The Victory Medal for this group of objective hexes goes to the side that has units in an absolute majority of these hexes at the start of its turn. The medal is held through the turn as long as the side has absolute majority at the start of a turn. The medal is lost and placed back in play when a side no longer has absolute majority at the start of a turn."

I agree totaly !

And at the same time i just our extremely contested endgame of an epic match, playing you Sam, at Singling, where i took the 'Temporary Medal' off the 'road crossing' and winning the match by 1 medal, because the game ended when you got the 'Turn start Majority Medal' for the towns.

Not adding anything to the discussion, but just saying Turn Start opbjectives are an awesome feature in this game.

I think Richard and the other prominent scenario designers have used the various objective features in a fine way in the last couple of releases.
Invasion of Crete is a fine example of clever use of objectives.

Not adding anything to the discussion, but just saying Turn Start opbjectives are an awesome feature in this game.

I think Richard and the other prominent scenario designers have used the various objective features in a fine way in the last couple of releases.
Invasion of Crete is a fine example of clever use of objectives.

Richard Borg explained once that a draw in a scenario is possible only with kamikaze.

Talking about possible draws, it seems as if a tie is very much possible indeed.

Using the example of "Gap at Antelat", let's assume that the British player has earned four medals by his units leaving the board via the exit markers while the German player has earned five medals by killing five enemy units. This leaves a single British unit on the map, and if it also exits the board, both players would be stuck with five medals and no possibility of earning the required sixth and seventh one.

I also see this as a flaw in scenario design.
The scenario designer should make sure that there is always a way to get enough medals to win, even if some units exit. This could be achieved by putting some objective tokens on the board for the side that cannot exit. You can put them somewhere where they are very hard to obtain. But once all the opposition is gone, the remaining units could slowly walk towards the objectives and take the victory.

Maybe jdrommel made a mistake by allowing a possible draw in this scenario (which is in no way discreditable to him, considering the incredible amount of scenarios he has created). I just wanted to show that a tie IS generally possible if the scenario setup doesn't prevent it.

In "Maleme Airfied", Richard Borg did this by adding an medal objective for the defending player. Another option would be to increase the number of units on the board so that enough potential targets remain even after the exit of others.

(If n is the number of units of the exiting player and m is the number of medals required, n-(m-1)>m must be fulfilled to prevent a possible draw.)

Set an exit marker for one side in a section, then check that section for "Medal Condition: Empty Section Condition" for the other side. (Like in that Pacific scenario, Sugar Loaf and Half Moon). When the one side gets their winning medal for having their last guy in that section exit, the other side gets their medal at the same time for empty section. So the score will be tied, but the win credit seems to go to the player that exited.

There was a time when tie score would show up in your officer career twice, once for one side and once for the other, but that seems to have been fixed.

Set an exit marker for one side in a section, then check that section for "Medal Condition: Empty Section Condition" for the other side. (Like in that Pacific scenario, Sugar Loaf and Half Moon). When the one side gets their winning medal for having their last guy in that section exit, the other side gets their medal at the same time for empty section. So the score will be tied, but the win credit seems to go to the player that exited.

There was a time when tie score would show up in your officer career twice, once for one side and once for the other, but that seems to have been fixed.

The reason the win seems to go to the player that exited is because the game is technically over in instant that unit leaves the board. It's good that the Online version stays true to the board game in this respect.